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Dynamite Headdy (Genesis)

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Title Screen

Dynamite Headdy

Developer: Treasure
Publishers: Sega (JP/US/EU/AU), Tec Toy (BR)
Platform: Genesis
Released in JP: August 5, 1994
Released in US: August 4, 1994
Released in EU: October 1994
Released in AU: 1994
Released in BR: 1994


GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Dynamite Headdy is an interesting, rather unique game in which you fire your head at enemies and get different heads as powerups. It also doesn't take itself very seriously.

Hmmm...
To do:
This promo has a few early clips

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Debugging Functions

Stage Select

Dynamite Headdy Genesis Stage Select.png

On the title screen, highlight Start Game and press C, A, Left, Right, B. If Headdy says "Nice!", press Start, and you'll be taken to a stage select screen.

Animation Viewer

Dynamite Headdy Genesis Animation Viewer.png

On the title screen, highlight Options and press C, A, Left, Right, B. If Headdy says "Nice!", press Start, and you'll be taken to a screen used to test Headdy's animations. Press Left and Right to cycle through frames. Hold A and press Left or Right to switch characters. Hold C to freeze the animation, and press Start to leave. There are animations for his bodies and heads, though the unused powerup isn't here.

(Source: GameFAQs)

Unused Ability

Time ran outGo Headdy Go
Use the Pro Action Replay Code FFE19E:0180 and hit any HeadCase in Stage 2-2 to obtain this unused head. Unfortunately, it's useless.

Judging from the zeroes for eyes and the cylindrical button on top of the head, this could have acted like a stopwatch, with the Attack button being used to freeze time. As it is now, it's completely functionless.

Since there's already a time-freezing head anyway (which was coded before this head), it's not that big of a loss either way.

There is one remnant of this ability in the final game: The Ticker Head's HeadCase icon Ticker Head was originally meant for this head, as seen in the prototype ROM.

(Source: Original TCRF research)

Unused Graphics

Ouch.
Stored with the rest of the Ticker Head graphics are what look like early hurt sprites, just in a different angle compared to those in the final. These are the only sprites for this head that seem to fit more with the blue palette from the prototype, and are even in that version of the game, but they weren't used then and still aren't used now.
Grr.
An angry Headdy face looking onwards, the first graphic stored in the bank for head sprites used for cutscenes. No cutscene ever uses this.
There Can Be Only 1P.
These markers were used in the prototype version, back when a 2P mode was planned. This is as far as they ever got with that mode.
shh
Lowercase letters are in the game's font, but the English script is in all caps.
Continue to live as a fruit.
This is interesting: Sub-game bonuses for a continue, extra life, and health! At one point, the basketball game might have worked like a more traditional bonus game.
The used icons are speed-up, slow-down, skull, and star. The prototype uses a star design for the 500 Points item; this design was recycled to mark point baskets.
The "slow-down" and "speed-up" icons appear later in the graphics bank, so they might have replaced other tiles after the Secret Number system was put into place.
They eat to forget.
Thicker (by 8 pixels) platforms that were meant for HangMan's stage.
Ahoy, Small Fry!
These scrolls, translated as "Enemy" / "Small Fry" and "Boss", would have appeared in HeadCase and Beau's rooms respectively.
Look at the fire sign.
A downward arrow on a metal plate, found in the Scene 4-1 tileset. It's not in the prototype's tileset, so it was added at some point to communicate, uh, something.
But not before you feed it.Hehehehehe. Two unused signs from Scene 8-1. Neither of them are that useful; there are other things in the stage that let the player know what's up.
Ouch!
This glassy shine sprite would be placed over the Soldier chambers in Scene 8-1. Given the small vertical space in those rooms, this sprite would just add clutter.
I can't move at all without looking weird. These static cloud tiles would have been used in Scene 8-3 before the multi-layered moving clouds were implemented.
Built like a brick brickhouse. These big bricks would be used at the top of Scene 8-3's background, but with the size of the windows and the curtain tiles, there's no room left for them to go.
A numerical guide to spikes and their bottoms.
There are many spikes in Scene 8-3. These helpful numbers in the tileset, which appear next to each spike bottom tile, help artists to know which spike top tile to use.
I'm with shootpid.
This sign was used in the prototype in Scene 8-4, where it was placed above the first Flipper. Again, it's not necessary, so it was removed.
I know there's a more technical name for this kind of support but I don't know what.
A few unused tiles from the Twin Freaks stage. The girders are used in the prototype, but the smaller blocks aren't used in any version.
Early Final
For sale: This sign. I had no idea, game demo.

An earlier, sprite-based version of the Dynamite Headdy sign from Scene 2-2 is loaded in memory at the start of the level. The main differences are a light-blue metal pole, a flatter top, and blander lettering.

Early Final
I'd be mad too! Compressor!

The paper stack was changed from a background element to a sprite so it could move when The President slams his fist on his desk. The only real difference is that the sprite is 24x24 while the background-based object is 32x32.

(Source: Original TCRF research)

Unused Audio

Headdy saying "Hey!". According to this video footage from the VHS Video&Games Vol. 1: Dynamite Headdy from Spain, in an early build this voice clip would've been used when Headdy grabbed a Hangman (4:10, 6:49).

The song titled "Next Stage" plays at the end of a level, when Headdy is confused for a bit, and then walks off to the right (not the part where Heather appears, that part plays the theme "Why, Figgy?"). Headdy only stays in his place for around 3 seconds, and reaches the other end of the screen, when the music fades out, in the next 5 or so seconds.

But the song goes beyond that. The main part is repeated one or two more times than what you hear normally, and on top of that, the final 4 repetitions of the main melody have less instruments each time. The entirety of the song is featured on the official soundtrack release as part of "Why, Fingy?"

"Geisha Robot" is the song that plays when the paradisiac background of Headdy Wonderland shatters, revealing Dark Demon's castle. In the international version, after staring at the castle for a bit, Heather jumps right and is caught by the Nasty Gatekeeper. At this point the song ends, after around 11 seconds. However, there's quite a bit more to the song than just that. In the Japanese version, Fingy speaks to Headdy before jumping away, and since the dialog can be read at the player's pace, the song can be played out in its entirety. The track can be found on the Sound Test on the Japanese version, but not on the international version, which means that people outside of Japan can never normally hear the full track. Notably, it is also the only track omitted from the game's official soundtrack release.

(GoldS: Original TCRF research)

Regional Differences

The game was heavily altered for overseas release, removing and changing tons of random things.

Title Screen

Japanese International
Zzzz... Short and sweet, just as it should be.
  • "Press Start Button" lost its Button, and the copyright became a little less lengthy.
Japanese International
Slide cancel into wavedash roll frametrap snakeing. Brian Welch is displeased.
  • "Configuration" is no longer abbreviated, and "Cancel" is the more descriptive "Cancel Head" in the international builds.
  • As stated above, on the Japanese version, it's possible to hear the entirety of the track Geisha Robot, either in-game or on the Sound Test, as track 27 (despite only starting after 10 seconds of silence in the latter). This track is missing from the Sound Test in the international release.
  • Another entry that's erroneously missing from the international version's Sound Test is the "generic enemy destruction" noise; number 5C on the Japanese Sound Test.
  • The hidden Stage Select works differently between versions.
    • In the Japanese game, only the first part of each stage can be selected (1-1, 2-1, etc.)
    • In the international game, this restriction was lifted, so the player can start at any part of the game.

General Changes

  • In the Japanese game, the players start with 2 continues while the localized versions start with none.
  • After defeating a boss, collecting 10 continue icons gives the player a continue. In the international game, this takes 13 continue icons. Doesn't seem like much, but it makes collecting continues significantly more difficult.
  • All of the Boss Stage dialogue triggers from the Japanese game have been removed. The only dialogue left in the game comes from HeadCase, HangMan, and Beau.
  • In the Japanese version, if you enter the tutorial segments, you'd be asked if you want to practice or leave the room. In the international versions, once you enter the room there's no turning back, and you don't get any dialogue if you fail these attempts.
  • An applause sound effect has been added to Headdy's victory animation.

Stage Name Changes

All stage names except for "Backstage Battle" and "Baby Face" were changed to make pop culture references / puns.

Japanese International
Scene 1
ESCAPE HERO! THE GETAWAY
Scene 2
THREE FRIENDS PRACTICE AREA
FRIEND'S ROOM MEET HEADCASE
MEET HANGMAN
MEET BEAU
NORTH TOWN TOYS N THE HOOD
CONCERT PANIC MAD DOG AND HEADDY
Scene 3
FIRE CARNIVAL DOWN UNDER
GUEST AREA THE GREEN ROOM
STARLIGHT STORM CLOTHES ENCOUNTERS
Scene 4
SOUTH TOWN TERMINATE HER TOO
WORKING GEAR MAD MECHS
RESTLESS FACTORY MAD MECHS 2
MYSTERY SPOT HEATHERNAPPED
Scene 5
PUPPET TOWER GO HEADDY GO
GO UP! STAIR WARS
ROLLING ROLLING TOWERING INTERNAL
ON THE SKY SPINDERELLA
Scene 6
AIR WALKER THE FLYING GAME
RECKLESS WHEEL FLY HARD
LIGHT VELOCITY FLY HARD 2
Scene 7
PARADISE? HEADDY WONDERLAND
Scene 8
FIGHT! THE ROCKET TIER
MISSILE BASE ILLEGAL WEAPON 3
RADICAL PARTY FUN FORGIVEN
REVERSE WORLD VICE VERSA
FUNNY ANGRY TWIN FREAKS
Scene 9
THE RIVAL FATAL CONTRAPTION
BRAIN BREAK! FAR TREK
FINAL ATTACK FINALE ANALYSIS

Graphics Changes

Life Light

Japanese International
Seems fairly innocent. You know what the 'H' stands for... or do you?

An 'H' ('E' for bosses) was added to the life bar (or life light in this case) for the American and European versions. Interestingly, upon opening the Japanese ROM with Tile Layer Pro, you will see the life light with the 'H'/'E' at around 000D2000.

Head Trip

Japanese International
What does this do? I still don't know what this does.

The Head Trip power-up (Buddha Head in the Japanese version) got changed from a kanji (which translates to 'Buddha') to ... a head.

Japanese International
No room to transl- That IS a fat head.

This same change is present in Scene 8-3 as well.

Trademark Symbols

Japanese International
No legal marks? I can use these in my game Schmynamite Schmeaddy. Aww man.

Due to reasons (probably the legal department), every instance of the Headdy, SEGA, and Treasure logos gained a trademark symbol in the localized versions.

Japanese International
I'll steal this sign then! Damn it!

The sign in Scene 2-2 had to be changed too, with the left and right sides of the signboard flattened to make room for the trademark symbol.

Other Stage Graphics

Japanese International
I don't see your name written on...oh. Termina is in this game?!

With the names of most of the scenes in the game changed, the continue screen's tattered program sheet had to be rewritten and redrawn.

Japanese International
End The. Or is it?! (No)

"Scene Final" changed to "Final Scene". The "Final" part uses the stage's green/red cycling palette in the international game.

Japanese International
More like introdoucheon am I right? 1-900-CURTAIN.

This "Puppets Introdution" (sic) sign in the Cast Roll was redrawn.

Maruyama/Trouble Bruin

Japanese International
HeaddyClawRobotJP.pngHeaddyScytheRobotJP.pngHeaddyWheelerRobotJP.png HeaddyClawRobotINT.pngHeaddyScytheRobotINT.pngHeaddyWheelerRobotINT.png
HeaddySpiderRobotJP.png
HeaddySpiderRobotINT.png

The character was made to look angrier, and his palette changed from purple to brown to reinforce the whole "Bear" thing. Even his new name, Trouble Bruin, is a play on a rarely-used synonym for "bear". It didn't really work; people still think he's a cat. All of Maruyama's boss forms had their palettes changed as well.

Japanese International
HeaddyEnemyPalettesJP.png
HeaddyStage2BossJP.png
HeaddyEnemyPalettesINT.png
HeaddyStage2BossINT.png

These palette changes affect some of the game's enemies and a boss as well, leading to some interesting color choices. Pink frogs, anyone?

Japanese International
HeaddyLaserOrbJP.gif
HeaddyLaserBeamJP.gif
HeaddyLaserOrbINT.gif
HeaddyLaserBeamINT.gif

The Spider Phantom / Super Finagler's laser graphics were changed as well. The exact reason for this change is unknown, but it is not palette-related.

Rebecca/Mons Meg

Japanese International
Dynamiteheaddyrebecca.png Dyanmiteheaddymonsmeg.png

Rebecca was originally a toy doll, but was changed to a robot.

Yayoi/Gatekeeper

Japanese International
Dynamiteheaddyyayoi.png Dynamiteheaddygatekeeper.png

The character was changed from a geisha to a generic robot. Given the above change, it's likely both were done because someone on the localization team objected to the player being made to harm a human-like female character.

Stage Differences

Scene 1-1

Japanese HeaddyStage11Orbs1JP.pngHeaddyStage11Orbs2JP.png
International HeaddyStage11Orbs1INT.pngHeaddyStage11Orbs2INT.png
  • Maruyama's light orbs are harmless, but Trouble Bruin's orbs are not!
  • The number and pattern of the orbs released after he crashed into the wall was also changed.
    • Maruyama creates 4 small orbs that fly off to the right, and 3 large orbs that bounce to the left.
    • Trouble Bruin creates 6 (well 8, but two of them go off-screen quickly) large orbs that bounce up high, then spawns 2 more that bounce to the left.

Scene 3-1
The lone HeadCase in this area, located in the Flying Soldier arena, has been removed.

Scene 5-2
The boss fight here is significantly more difficult in the international game.

  • Maruyama has just 4 hit points in the Japanese game. Trouble Bruin has 8 HP!
  • His attack pattern was changed as well:
    • Maruyama has a predictable pattern. He will cut part of the tower 3 times, charge at Headdy, then repeat the cycle.
    • Trouble Bruin, on the other hand, seems to be completely random as to when he'll cut the tower or charge at Headdy. Combined with the doubled HP, this can make the fight take much, much longer to complete.

Scene 6-1

Japanese International
HeaddyStage61Wave1JP.png HeaddyStage61Wave1INT.png
  • The first wave of enemies in the Japanese version is a lone Back Speeder / Flying Shark. In the international build, there are five of them.
  • The Japanese game has a second wave of Jayron / Hover robots. This was taken out of the international game.
  • The claw carrying the Sky Jaws / Sky Battleship moves at a lethargic 1 pixel per frame in the Japanese game, making the intro to this mini-boss take 14(!) seconds. This was thankfully doubled to 2 pixels per frame.

Scene 6-4

Japanese International
HeaddyStage64PowersJP.png HeaddyStage64PowersINT.png

Before the boss, each power-up appears on a separate screen in the Japanese version. They're all grouped together on one screen in the localized version.

Scene 7-1
In a rather infamous difficulty change, Izayoi / Nasty Gatekeeper's HP was nearly doubled from 9 to 17 HP.

Scene 8-3

  • The flipping HangMen at the end of the stage take longer to flip in the Japanese game.
    • Japanese: 180 frames (3 seconds)
    • International: 120 frames (2 seconds)

Scene 8-5
Rever Face / Twin Freaks is another boss that underwent difficulty tweaks.

  • The actual weak point was changed. Rever Face's hitbox is his entire ear. Twin Freaks's hitbox is just the center of the ear.
  • To make up for the smaller hitbox, his HP was reduced from 33 HP to 17 HP in the localized game.

Scene 9-3

  • Dark Demon's HP was nearly doubled from 9 HP (Japanese) to 17 HP (International).
Japanese Ready to jump!Aand faceplant.
International Oops, I forgot that I'm the only female character.Well, Smiley approves.
  • With all of the dialogue removed from the boss stages, the pre-ending scene had to be reworked.
    • In the Japanese game, Smily (the yellow badge) is revealed to be a badge to be awarded to the greatest puppet: Headdy. Smily happily attaches himself to Headdy's face as Fingy watches on.
    • In the international game, Heather looks at Headdy as hearts fly out of her like a Belmont candle. Heather happily attaches herself to Headdy's face as Smiley watches on.

Ending

Japanese HeaddyEnding1JP.pngHeaddyEnding2JP.png
International HeaddyEnding1INT.pngHeaddyEnding2INT.png

In the international game, Headdy's with Heather as she leaves, and he even waves her goodbye. He's not here in the Japanese game.

So where is he?

HeaddyEndingSmiley1.png HeaddyEndingSmiley2.png HeaddyEndingSmiley3.png


Headdy's too busy trying to pry Smily off of his face. He briefly succeeds, only for Smily to gleefully reattach himself.

Headdy was never heard from again.

Bonus Game

Japanese International
What items?! Shots of wha-Oh, I'm supposed to shoot the basketballs into the hoops.

The objective was made much clearer in the American and European versions of the game. 'Sub Game' was changed to 'Bonus Game'. Also, the 'Intermission' graphic was reduced in size, and has no gradient.

All three of the messages here were changed as well.

Japanese International
GET <X> ITEMS

FIGHT!
MAKE <X> SHOTS

 
YOU GOT <X> ITEMS

TRY AGAIN
YOU MADE <X> SHOTS

WORK ON YOUR GAME
YOU GOT <X> ITEMS
CONGRATULATIONS!
SECRET NUMBER
'<Y>'
YOU MADE <X> SHOTS
CONGRATULATIONS!
REMEMBER
'<Y>'

Cast Roll

Almost every single character in the cast roll received a name change:

Japanese International
General
Mokkun HeadCase
Yakkun HangMan
Fukkun Beau
Fingy Heather
King Dark Demon Dark Demon
Smily Smiley
Maruyama Trouble Bruin
Scene 1-1
Maruco
Mathai
Luca
Johane
Townsfolk
Paul 1 Wee Spike
Paul 2 Spike
Paul 3 Big Spike
Toruzo-Kun Robo-Collector
Super Red Arrow Yellow Baron
Maruyama & Kuma Body Trouble Bruin
Scene 2-1
Miss Carroll
Mr.Kiosaku
Ducky
Mr.Porter
Bobo
Miss Daisy
Mr.Yello
Ducky
Mr.Porter
Dr.Bob
Scene 2-2
D.D. Soldiers Soldiers
Honeywan I
Catherine Degoon
Honeywan II
Old McGee
Catherine Derigueur
Mule McGee
Happy Comecome Snake Eyes
Scene 2-3
Octopus Trap Floating Platfrom [sic]
Bounty Boundy Mad Dog
Scene 3-1
Bob
Netter
Under Soldier
Paddock
Mario Net
Miner Soldier
Scene 3-2
Tail Hanger Rocket Grappler
Scene 3-3
Marrio & Nettoh Puppeteer & Gentleman Jim
Scene 3-4
Jacquline Dressy Wooden Dresser
Scene 4-1
Clowny Tumblesets
Rebecca Mons Meg
Browny Bon-Bon Happy Campers
Super Machine Tank IV Super Tank Machine
Funky Ronmell Funky Jeep Man
Scene 4-2
Momoiro Gozen Wise Women
Scene 5-2
Tower Crasher Flying Scythe
Scene 5-3
Armored Soldier Armordillo
Scene 5-4
Motor Hand Spinderella
Scene 6-1
Back Speeder
Go Moon Rocket
Jayron
Flying Shark
Rocket Soldier
Hover
Sky Jaws Sky Battleship
Scene 6-2
Chris Wheel Wheeler-Dealer
Scene 6-4
Mitsuru Baby Face
Scene 7-1
McKenzy
Steven
Sam
McKenzy
Mckenzy
Steven
Sam
MacKenzy
Yayoi Gatekeeper
Izayoi Nasty Gatekeeper
Scene 8-2
Base Captain Missile Man
Scene 8-3
Mustle Nasunasu
Anne Beath
Robinson
Penguin
Anubis
Moloch
Taro Tarot
Head Spitter Venus Headdy Trap
Scene 8-4
Shogun
Floor Sweeper
Mary
Trick Hat
Shogun
Oarsman
Flipper
Topo
Thunder Captain Sparky
Scene 8-5
Hyottoko Guy
Rever Face
Okame Gal
Bean Head
Twin Freaks
Money Head
Scene 9-1
Pachinko Sub
Ojizo
Propeller Head
Cocoa
Julian
Battle Tanky
Julian
Tiny Tank
Maruyama & Spider Phantom Super Finagler
(Source: http://dhvstb.webs.com/regionalvariations.htm, Original TCRF Research)